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markmid

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At a glance they look easy to mod, just a few year values to alter :) Very happy with that, as I can set them as late game disruption, early game harrasement or to break up the mid game stalemate in europe. We could make a race for venice with the mongol scenario and hard mode :D, both attacking at once.
 

Cymsdale

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How flexible is it in setting the chance to occur. I think it would be nice to make it something that only happens on rare occasions, but for most games never occurs at all - without having to decide on creation, so it can be a surprise.
 

DCyDe

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How flexible is it in setting the chance to occur. I think it would be nice to make it something that only happens on rare occasions, but for most games never occurs at all - without having to decide on creation, so it can be a surprise.

well you can make them randomly appear between 1066 and 1453
 

markmid

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Have a look yourself, seems perfectly doable and moddable.

Spoilers below obviously :D

I have edited the dates myself so these are earlier but the events are the same. Usually its 150 years or so ahead of this, I wanted to see what they were like early on.

Code:
###################################
#
# SUNSET INVASION
# - The Fantasy Menace
#
###################################

# Written by Henrik Fåhraeus and Henrik Eklund

namespace = SSI

# First Contact - Beads and Feathers
province_event = {
	id = SSI.1
	desc = "EVTDESC_SSI_001"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		has_dlc = "Sunset Invasion"
		year = 1100
		NOT = { year = 1200 }
		NOT = { has_global_flag = aztec_explorers }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_explorers
		set_province_flag = aztec_explorers
		activate_title = { title = e_mexikha status = yes }
		hidden_tooltip = {
			e_mexikha = {
				holder_scope = {
					narrative_event = { id = SSI.2 days = 7 }
				}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 720
		modifier = {
			factor = 0.5
			year = 1170
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_001"
	}
}

# Rumors of people from across the Atlantic
narrative_event = {
	id = SSI.2
	title = "EVTNAME_SSI_002"
	desc = "EVTDESC_SSI_002"
	major = yes
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	option = {
		name = "EVTOPTA_SSI_002"
	}
}

# First Landing of the Aztecs
province_event = {
	id = SSI.3
	desc = "EVTDESC_SSI_003"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1100
		NOT = { has_global_flag = aztec_arrival }
		had_province_flag = { flag = aztec_explorers days = 730 }
	}
	
	immediate = {
		set_global_flag = aztec_arrival
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.4 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 6
	}
	
	option = {
		name = "EVTOPTA_SSI_003"
	}
}

# First Landing of the Aztecs
narrative_event = {
	id = SSI.4
	title = "EVTNAME_SSI_004"
	desc = "EVTDESC_SSI_004"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		wealth = 10000
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1000 1000 }
							}
						}
					}
				}
			}
		}
		
		# Some extra courtiers
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 26
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 28
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_004"
	}
}

# Second Landing of the Aztecs
province_event = {
	id = SSI.5
	desc = "EVTDESC_SSI_005"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1100
		has_global_flag = aztec_arrival
		NOT = { has_global_flag = aztec_arrival_2 }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_arrival_2
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.6 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 12
	}
	
	option = {
		name = "EVTOPTA_SSI_005"
	}
}

# Second Landing of the Aztecs
narrative_event = {
	id = SSI.6
	title = "EVTNAME_SSI_006"
	desc = "EVTDESC_SSI_006"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1000 1000 }
							}
						}
					}
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_006"
	}
}

# Aztec Invasion Fleets disband
character_event = {
	id = SSI.100
	hide_window = yes
	
	trigger = {
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_invasion_fleet_disbanded }
		had_global_flag = { flag = aztec_arrival days = 18250 }
	}
	
	mean_time_to_happen = {
		months = 1
	}
	
	immediate = {
		disband_event_forces = aztec_invasion_fleet
		set_global_flag = aztec_invasion_fleet_disbanded
	}
	
	option = {
		name = "OK"
	}
}

# Aztecs Thrown Back Into the Sea
narrative_event = {
	id = SSI.105
	title = "EVTNAME_SSI_105"
	desc = "EVTDESC_SSI_105"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival_2
		has_landed_title = e_mexikha
		has_earmarked_regiments = 0
		is_landed = no
	}
	
	major_trigger = {
		ai = no
	}
	
	immediate = {
		activate_title = { title = e_mexikha status = no }
		set_global_flag = aztecs_defeated
	}
	
	option = {
		name = "EVTOPTA_SSI_105"
	}
}

# Aztecs Fight Incas
narrative_event = {
	id = SSI.30
	title = "EVTNAME_SSI_030"
	desc = "EVTDESC_SSI_030"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_incas }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_incas
	}
	
	option = {
		name = "EVTOPTA_SSI_030"
	}
}

# Aztecs Pacify Northern Plains
narrative_event = {
	id = SSI.31
	title = "EVTNAME_SSI_031"
	desc = "EVTDESC_SSI_031"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_plains }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_plains
	}
	
	option = {
		name = "EVTOPTA_SSI_031"
	}
}

# Food From the Americas
narrative_event = {
	id = SSI.35
	title = "EVTNAME_SSI_035"
	desc = "EVTDESC_SSI_035"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_food }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_food
	}
	
	option = {
		name = "EVTOPTA_SSI_035"
	}
}

# Aztecs Hold Iceland
character_event = {
	id = SSI.40
	desc = "EVTDESC_SSI_040"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_iceland
		NOT = { has_global_flag = aztec_iceland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_iceland
	}
	
	option = {
		name = "EVTOPTA_SSI_040"
	}
}

# Aztecs Hold Ireland
character_event = {
	id = SSI.41
	desc = "EVTDESC_SSI_041"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_ulster
		completely_controls = d_connacht
		completely_controls = d_meath
		completely_controls = d_leinster
		completely_controls = d_munster
		NOT = { has_global_flag = aztec_ireland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_ireland
	}
	
	option = {
		name = "EVTOPTA_SSI_041"
	}
}

# Aztecs Hold Britain
character_event = {
	id = SSI.42
	desc = "EVTDESC_SSI_042"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_northumberland
		completely_controls = d_lancaster
		completely_controls = d_york
		completely_controls = d_norfolk
		completely_controls = d_oxford
		completely_controls = d_bedford
		completely_controls = d_hereford
		completely_controls = d_gloucester
		completely_controls = d_canterbury
		completely_controls = d_somerset
		completely_controls = d_gwynedd
		completely_controls = d_cornwall
		completely_controls = d_galloway
		completely_controls = d_western_isles
		completely_controls = d_lothian
		completely_controls = d_albany
		NOT = { has_global_flag = aztec_britain }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_britain
	}
	
	option = {
		name = "EVTOPTA_SSI_042"
	}
}

# Aztecs Hold London
character_event = {
	id = SSI.43
	desc = "EVTDESC_SSI_043"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_middlesex
		NOT = { has_global_flag = aztec_london }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_london
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Paris
character_event = {
	id = SSI.44
	desc = "EVTDESC_SSI_044"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_ile_de_france
		NOT = { has_global_flag = aztec_paris }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_paris
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Rome
character_event = {
	id = SSI.45
	desc = "EVTDESC_SSI_045"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_roma
		NOT = { has_global_flag = aztec_rome }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_rome
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Constantinople
character_event = {
	id = SSI.46
	desc = "EVTDESC_SSI_046"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_byzantion
		NOT = { has_global_flag = aztec_constantinople }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_constantinople
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cordoba
character_event = {
	id = SSI.47
	desc = "EVTDESC_SSI_047"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cordoba
		NOT = { has_global_flag = aztec_cordoba }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cordoba
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cairo
character_event = {
	id = SSI.48
	desc = "EVTDESC_SSI_048"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cairo
		NOT = { has_global_flag = aztec_cairo }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cairo
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Sacrifice Prisoner
character_event = {
	id = SSI.60
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Sacrifice Occupied Province Character
character_event = {
	id = SSI.61
	hide_window = yes
	
	ai = yes
	
	is_triggered_only = yes
	
	trigger = {
		in_command = no
		prisoner = no
		age = 16
		NOT = { religion = aztec }
		NOT = {
			any_liege = {
				has_landed_title = e_mexikha
			}
		}
		new_character = {
			OR = {
				has_landed_title = e_mexikha
				any_liege = {
					has_landed_title = e_mexikha
				}
			}
		}
	}
	
	immediate = {
		liege = {
			character_event = { id = SSI.62 }
		}
		death = { death_reason = death_sacrificed }
	}
	
	option = {
		name = "OK"
	}
}

# Liege Informed of Sacrifice
character_event = {
	id = SSI.62
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Bring Syphilis
narrative_event = {
	id = SSI.70
	title = "EVTNAME_SSI_070"
	desc = "EVTDESC_SSI_070"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_syphilis }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 150
	}
	
	immediate = {
		set_global_flag = aztec_syphilis
		activate_disease = syphilis
	}
	
	option = {
		name = "EVTOPTA_SSI_070"
	}
}

# Aztecs Struck by Smallpox
narrative_event = {
	id = SSI.71
	title = "EVTNAME_SSI_071"
	desc = "EVTDESC_SSI_071"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_global_flag = aztec_syphilis
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztecs_defeated }
		NOT = { has_global_flag = aztec_smallpox }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 150
	}
	
	immediate = {
		set_global_flag = aztec_smallpox
	}
	
	option = {
		name = "EVTOPTA_SSI_071"
	}
}
 

markmid

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I haven't modded for a while but you'd change the factor to be less? Not sure, I'd have to refresh my memory, I'll play around later after I see them in action!
 

ziamatt

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Have a look yourself, seems perfectly doable and moddable.

Spoilers below obviously :D

I have edited the dates myself so these are earlier but the events are the same. Usually its 150 years or so ahead of this, I wanted to see what they were like early on.

Code:
###################################
#
# SUNSET INVASION
# - The Fantasy Menace
#
###################################

# Written by Henrik Fåhraeus and Henrik Eklund

namespace = SSI

# First Contact - Beads and Feathers
province_event = {
	id = SSI.1
	desc = "EVTDESC_SSI_001"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		has_dlc = "Sunset Invasion"
		year = 1100
		NOT = { year = 1200 }
		NOT = { has_global_flag = aztec_explorers }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_explorers
		set_province_flag = aztec_explorers
		activate_title = { title = e_mexikha status = yes }
		hidden_tooltip = {
			e_mexikha = {
				holder_scope = {
					narrative_event = { id = SSI.2 days = 7 }
				}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 720
		modifier = {
			factor = 0.5
			year = 1170
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_001"
	}
}

# Rumors of people from across the Atlantic
narrative_event = {
	id = SSI.2
	title = "EVTNAME_SSI_002"
	desc = "EVTDESC_SSI_002"
	major = yes
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	option = {
		name = "EVTOPTA_SSI_002"
	}
}

# First Landing of the Aztecs
province_event = {
	id = SSI.3
	desc = "EVTDESC_SSI_003"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1100
		NOT = { has_global_flag = aztec_arrival }
		had_province_flag = { flag = aztec_explorers days = 730 }
	}
	
	immediate = {
		set_global_flag = aztec_arrival
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.4 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 6
	}
	
	option = {
		name = "EVTOPTA_SSI_003"
	}
}

# First Landing of the Aztecs
narrative_event = {
	id = SSI.4
	title = "EVTNAME_SSI_004"
	desc = "EVTDESC_SSI_004"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		wealth = 10000
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1000 1000 }
							}
						}
					}
				}
			}
		}
		
		# Some extra courtiers
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 26
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 28
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_004"
	}
}

# Second Landing of the Aztecs
province_event = {
	id = SSI.5
	desc = "EVTDESC_SSI_005"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1100
		has_global_flag = aztec_arrival
		NOT = { has_global_flag = aztec_arrival_2 }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_arrival_2
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.6 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 12
	}
	
	option = {
		name = "EVTOPTA_SSI_005"
	}
}

# Second Landing of the Aztecs
narrative_event = {
	id = SSI.6
	title = "EVTNAME_SSI_006"
	desc = "EVTDESC_SSI_006"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1000 1000 }
							}
						}
					}
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_006"
	}
}

# Aztec Invasion Fleets disband
character_event = {
	id = SSI.100
	hide_window = yes
	
	trigger = {
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_invasion_fleet_disbanded }
		had_global_flag = { flag = aztec_arrival days = 18250 }
	}
	
	mean_time_to_happen = {
		months = 1
	}
	
	immediate = {
		disband_event_forces = aztec_invasion_fleet
		set_global_flag = aztec_invasion_fleet_disbanded
	}
	
	option = {
		name = "OK"
	}
}

# Aztecs Thrown Back Into the Sea
narrative_event = {
	id = SSI.105
	title = "EVTNAME_SSI_105"
	desc = "EVTDESC_SSI_105"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival_2
		has_landed_title = e_mexikha
		has_earmarked_regiments = 0
		is_landed = no
	}
	
	major_trigger = {
		ai = no
	}
	
	immediate = {
		activate_title = { title = e_mexikha status = no }
		set_global_flag = aztecs_defeated
	}
	
	option = {
		name = "EVTOPTA_SSI_105"
	}
}

# Aztecs Fight Incas
narrative_event = {
	id = SSI.30
	title = "EVTNAME_SSI_030"
	desc = "EVTDESC_SSI_030"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_incas }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_incas
	}
	
	option = {
		name = "EVTOPTA_SSI_030"
	}
}

# Aztecs Pacify Northern Plains
narrative_event = {
	id = SSI.31
	title = "EVTNAME_SSI_031"
	desc = "EVTDESC_SSI_031"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_plains }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_plains
	}
	
	option = {
		name = "EVTOPTA_SSI_031"
	}
}

# Food From the Americas
narrative_event = {
	id = SSI.35
	title = "EVTNAME_SSI_035"
	desc = "EVTDESC_SSI_035"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_food }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_food
	}
	
	option = {
		name = "EVTOPTA_SSI_035"
	}
}

# Aztecs Hold Iceland
character_event = {
	id = SSI.40
	desc = "EVTDESC_SSI_040"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_iceland
		NOT = { has_global_flag = aztec_iceland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_iceland
	}
	
	option = {
		name = "EVTOPTA_SSI_040"
	}
}

# Aztecs Hold Ireland
character_event = {
	id = SSI.41
	desc = "EVTDESC_SSI_041"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_ulster
		completely_controls = d_connacht
		completely_controls = d_meath
		completely_controls = d_leinster
		completely_controls = d_munster
		NOT = { has_global_flag = aztec_ireland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_ireland
	}
	
	option = {
		name = "EVTOPTA_SSI_041"
	}
}

# Aztecs Hold Britain
character_event = {
	id = SSI.42
	desc = "EVTDESC_SSI_042"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_northumberland
		completely_controls = d_lancaster
		completely_controls = d_york
		completely_controls = d_norfolk
		completely_controls = d_oxford
		completely_controls = d_bedford
		completely_controls = d_hereford
		completely_controls = d_gloucester
		completely_controls = d_canterbury
		completely_controls = d_somerset
		completely_controls = d_gwynedd
		completely_controls = d_cornwall
		completely_controls = d_galloway
		completely_controls = d_western_isles
		completely_controls = d_lothian
		completely_controls = d_albany
		NOT = { has_global_flag = aztec_britain }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_britain
	}
	
	option = {
		name = "EVTOPTA_SSI_042"
	}
}

# Aztecs Hold London
character_event = {
	id = SSI.43
	desc = "EVTDESC_SSI_043"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_middlesex
		NOT = { has_global_flag = aztec_london }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_london
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Paris
character_event = {
	id = SSI.44
	desc = "EVTDESC_SSI_044"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_ile_de_france
		NOT = { has_global_flag = aztec_paris }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_paris
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Rome
character_event = {
	id = SSI.45
	desc = "EVTDESC_SSI_045"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_roma
		NOT = { has_global_flag = aztec_rome }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_rome
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Constantinople
character_event = {
	id = SSI.46
	desc = "EVTDESC_SSI_046"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_byzantion
		NOT = { has_global_flag = aztec_constantinople }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_constantinople
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cordoba
character_event = {
	id = SSI.47
	desc = "EVTDESC_SSI_047"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cordoba
		NOT = { has_global_flag = aztec_cordoba }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cordoba
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cairo
character_event = {
	id = SSI.48
	desc = "EVTDESC_SSI_048"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cairo
		NOT = { has_global_flag = aztec_cairo }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cairo
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Sacrifice Prisoner
character_event = {
	id = SSI.60
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Sacrifice Occupied Province Character
character_event = {
	id = SSI.61
	hide_window = yes
	
	ai = yes
	
	is_triggered_only = yes
	
	trigger = {
		in_command = no
		prisoner = no
		age = 16
		NOT = { religion = aztec }
		NOT = {
			any_liege = {
				has_landed_title = e_mexikha
			}
		}
		new_character = {
			OR = {
				has_landed_title = e_mexikha
				any_liege = {
					has_landed_title = e_mexikha
				}
			}
		}
	}
	
	immediate = {
		liege = {
			character_event = { id = SSI.62 }
		}
		death = { death_reason = death_sacrificed }
	}
	
	option = {
		name = "OK"
	}
}

# Liege Informed of Sacrifice
character_event = {
	id = SSI.62
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Bring Syphilis
narrative_event = {
	id = SSI.70
	title = "EVTNAME_SSI_070"
	desc = "EVTDESC_SSI_070"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_syphilis }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 150
	}
	
	immediate = {
		set_global_flag = aztec_syphilis
		activate_disease = syphilis
	}
	
	option = {
		name = "EVTOPTA_SSI_070"
	}
}

# Aztecs Struck by Smallpox
narrative_event = {
	id = SSI.71
	title = "EVTNAME_SSI_071"
	desc = "EVTDESC_SSI_071"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_global_flag = aztec_syphilis
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztecs_defeated }
		NOT = { has_global_flag = aztec_smallpox }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 150
	}
	
	immediate = {
		set_global_flag = aztec_smallpox
	}
	
	option = {
		name = "EVTOPTA_SSI_071"
	}
}

Okay, if I'm reading the right, first contact can happen anytime between 1100 and 1200.
MTTH of 720 months would mean 1/720 of a chance of firing every month.
Except in the last 30 years, where the factor modifies MTTH to happen by a factor of .5 (or in other words, halves it). So 1/360 of a chance each month.
 

Cymsdale

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Alright so if my math is correct, setting the MTTH over a span of 100 years to 10,000 months (with no modification factor) should result in a 11.3% the event will fire at all during that time.

I make no guarantee that my results are not horribly wrong.
 

markmid

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Sounds like you all have it sorted out, if you reduce or remove the factor component it should reduce the chance of it occurring.

Posted again to give you the unmodded original code so to avoid confusion, as I say I have modded it above to occur earlier as I want to test them out :)

Actually happens between 1250 - 1350 in vanilla, more of a later event.


Code:
###################################
#
# SUNSET INVASION
# - The Fantasy Menace
#
###################################

# Written by Henrik Fåhraeus and Henrik Eklund

namespace = SSI

# First Contact - Beads and Feathers
province_event = {
	id = SSI.1
	desc = "EVTDESC_SSI_001"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		has_dlc = "Sunset Invasion"
		year = 1250
		NOT = { year = 1350 }
		NOT = { has_global_flag = aztec_explorers }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_explorers
		set_province_flag = aztec_explorers
		activate_title = { title = e_mexikha status = yes }
		hidden_tooltip = {
			e_mexikha = {
				holder_scope = {
					narrative_event = { id = SSI.2 days = 7 }
				}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 720
		modifier = {
			factor = 0.5
			year = 1320
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_001"
	}
}

# Rumors of people from across the Atlantic
narrative_event = {
	id = SSI.2
	title = "EVTNAME_SSI_002"
	desc = "EVTDESC_SSI_002"
	major = yes
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	option = {
		name = "EVTOPTA_SSI_002"
	}
}

# First Landing of the Aztecs
province_event = {
	id = SSI.3
	desc = "EVTDESC_SSI_003"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1250
		NOT = { has_global_flag = aztec_arrival }
		had_province_flag = { flag = aztec_explorers days = 730 }
	}
	
	immediate = {
		set_global_flag = aztec_arrival
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.4 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 6
	}
	
	option = {
		name = "EVTOPTA_SSI_003"
	}
}

# First Landing of the Aztecs
narrative_event = {
	id = SSI.4
	title = "EVTNAME_SSI_004"
	desc = "EVTDESC_SSI_004"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		wealth = 10000
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1000 1000 }
							}
						}
					}
				}
			}
		}
		
		# Some extra courtiers
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 26
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 28
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_004"
	}
}

# Second Landing of the Aztecs
province_event = {
	id = SSI.5
	desc = "EVTDESC_SSI_005"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1250
		has_global_flag = aztec_arrival
		NOT = { has_global_flag = aztec_arrival_2 }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_arrival_2
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.6 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 12
	}
	
	option = {
		name = "EVTOPTA_SSI_005"
	}
}

# Second Landing of the Aztecs
narrative_event = {
	id = SSI.6
	title = "EVTNAME_SSI_006"
	desc = "EVTDESC_SSI_006"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1000 1000 }
							}
						}
					}
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_006"
	}
}

# Aztec Invasion Fleets disband
character_event = {
	id = SSI.100
	hide_window = yes
	
	trigger = {
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_invasion_fleet_disbanded }
		had_global_flag = { flag = aztec_arrival days = 18250 }
	}
	
	mean_time_to_happen = {
		months = 1
	}
	
	immediate = {
		disband_event_forces = aztec_invasion_fleet
		set_global_flag = aztec_invasion_fleet_disbanded
	}
	
	option = {
		name = "OK"
	}
}

# Aztecs Thrown Back Into the Sea
narrative_event = {
	id = SSI.105
	title = "EVTNAME_SSI_105"
	desc = "EVTDESC_SSI_105"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival_2
		has_landed_title = e_mexikha
		has_earmarked_regiments = 0
		is_landed = no
	}
	
	major_trigger = {
		ai = no
	}
	
	immediate = {
		activate_title = { title = e_mexikha status = no }
		set_global_flag = aztecs_defeated
	}
	
	option = {
		name = "EVTOPTA_SSI_105"
	}
}

# Aztecs Fight Incas
narrative_event = {
	id = SSI.30
	title = "EVTNAME_SSI_030"
	desc = "EVTDESC_SSI_030"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_incas }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_incas
	}
	
	option = {
		name = "EVTOPTA_SSI_030"
	}
}

# Aztecs Pacify Northern Plains
narrative_event = {
	id = SSI.31
	title = "EVTNAME_SSI_031"
	desc = "EVTDESC_SSI_031"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_plains }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_plains
	}
	
	option = {
		name = "EVTOPTA_SSI_031"
	}
}

# Food From the Americas
narrative_event = {
	id = SSI.35
	title = "EVTNAME_SSI_035"
	desc = "EVTDESC_SSI_035"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_food }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_food
	}
	
	option = {
		name = "EVTOPTA_SSI_035"
	}
}

# Aztecs Hold Iceland
character_event = {
	id = SSI.40
	desc = "EVTDESC_SSI_040"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_iceland
		NOT = { has_global_flag = aztec_iceland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_iceland
	}
	
	option = {
		name = "EVTOPTA_SSI_040"
	}
}

# Aztecs Hold Ireland
character_event = {
	id = SSI.41
	desc = "EVTDESC_SSI_041"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_ulster
		completely_controls = d_connacht
		completely_controls = d_meath
		completely_controls = d_leinster
		completely_controls = d_munster
		NOT = { has_global_flag = aztec_ireland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_ireland
	}
	
	option = {
		name = "EVTOPTA_SSI_041"
	}
}

# Aztecs Hold Britain
character_event = {
	id = SSI.42
	desc = "EVTDESC_SSI_042"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_northumberland
		completely_controls = d_lancaster
		completely_controls = d_york
		completely_controls = d_norfolk
		completely_controls = d_oxford
		completely_controls = d_bedford
		completely_controls = d_hereford
		completely_controls = d_gloucester
		completely_controls = d_canterbury
		completely_controls = d_somerset
		completely_controls = d_gwynedd
		completely_controls = d_cornwall
		completely_controls = d_galloway
		completely_controls = d_western_isles
		completely_controls = d_lothian
		completely_controls = d_albany
		NOT = { has_global_flag = aztec_britain }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_britain
	}
	
	option = {
		name = "EVTOPTA_SSI_042"
	}
}

# Aztecs Hold London
character_event = {
	id = SSI.43
	desc = "EVTDESC_SSI_043"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_middlesex
		NOT = { has_global_flag = aztec_london }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_london
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Paris
character_event = {
	id = SSI.44
	desc = "EVTDESC_SSI_044"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_ile_de_france
		NOT = { has_global_flag = aztec_paris }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_paris
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Rome
character_event = {
	id = SSI.45
	desc = "EVTDESC_SSI_045"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_roma
		NOT = { has_global_flag = aztec_rome }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_rome
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Constantinople
character_event = {
	id = SSI.46
	desc = "EVTDESC_SSI_046"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_byzantion
		NOT = { has_global_flag = aztec_constantinople }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_constantinople
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cordoba
character_event = {
	id = SSI.47
	desc = "EVTDESC_SSI_047"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cordoba
		NOT = { has_global_flag = aztec_cordoba }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cordoba
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cairo
character_event = {
	id = SSI.48
	desc = "EVTDESC_SSI_048"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cairo
		NOT = { has_global_flag = aztec_cairo }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cairo
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Sacrifice Prisoner
character_event = {
	id = SSI.60
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Sacrifice Occupied Province Character
character_event = {
	id = SSI.61
	hide_window = yes
	
	ai = yes
	
	is_triggered_only = yes
	
	trigger = {
		in_command = no
		prisoner = no
		age = 16
		NOT = { religion = aztec }
		NOT = {
			any_liege = {
				has_landed_title = e_mexikha
			}
		}
		new_character = {
			OR = {
				has_landed_title = e_mexikha
				any_liege = {
					has_landed_title = e_mexikha
				}
			}
		}
	}
	
	immediate = {
		liege = {
			character_event = { id = SSI.62 }
		}
		death = { death_reason = death_sacrificed }
	}
	
	option = {
		name = "OK"
	}
}

# Liege Informed of Sacrifice
character_event = {
	id = SSI.62
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Bring Syphilis
narrative_event = {
	id = SSI.70
	title = "EVTNAME_SSI_070"
	desc = "EVTDESC_SSI_070"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_syphilis }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 150
	}
	
	immediate = {
		set_global_flag = aztec_syphilis
		activate_disease = syphilis
	}
	
	option = {
		name = "EVTOPTA_SSI_070"
	}
}

# Aztecs Struck by Smallpox
narrative_event = {
	id = SSI.71
	title = "EVTNAME_SSI_071"
	desc = "EVTDESC_SSI_071"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_global_flag = aztec_syphilis
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztecs_defeated }
		NOT = { has_global_flag = aztec_smallpox }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 150
	}
	
	immediate = {
		set_global_flag = aztec_smallpox
	}
	
	option = {
		name = "EVTOPTA_SSI_071"
	}
}
 

ziamatt

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Oct 17, 2009
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Alright so if my math is correct, setting the MTTH over a span of 100 years to 10,000 months (with no modification factor) should result in a 11.3% the event will fire at all during that time.

I make no guarantee that my results are not horribly wrong.

I got 12%. Correct me if I'm wrong, but I divided 10,000 months by 12 to get a MTTH of 833.3333333333333 years. I then inverted that into 1/833.3333333333333 to get .0012, or a .12% chance each year. Then I multiplies that by 100 for .12, or a 12% chance over a 100 year span.
It works out to the same number if you convert 100 years into 1200 months and then work from there.

Sounds like you all have it sorted out, if you reduce or remove the factor component it should reduce the chance of it occurring.

Posted again to give you the unmodded original code so to avoid confusion, as I say I have modded it above to occur earlier as I want to test them out :)

Actually happens between 1250 - 1350 in vanilla, more of a later event.


Code:
###################################
#
# SUNSET INVASION
# - The Fantasy Menace
#
###################################

# Written by Henrik Fåhraeus and Henrik Eklund

namespace = SSI

# First Contact - Beads and Feathers
province_event = {
	id = SSI.1
	desc = "EVTDESC_SSI_001"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		has_dlc = "Sunset Invasion"
		year = 1250
		NOT = { year = 1350 }
		NOT = { has_global_flag = aztec_explorers }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_explorers
		set_province_flag = aztec_explorers
		activate_title = { title = e_mexikha status = yes }
		hidden_tooltip = {
			e_mexikha = {
				holder_scope = {
					narrative_event = { id = SSI.2 days = 7 }
				}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 720
		modifier = {
			factor = 0.5
			year = 1320
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_001"
	}
}

# Rumors of people from across the Atlantic
narrative_event = {
	id = SSI.2
	title = "EVTNAME_SSI_002"
	desc = "EVTDESC_SSI_002"
	major = yes
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	option = {
		name = "EVTOPTA_SSI_002"
	}
}

# First Landing of the Aztecs
province_event = {
	id = SSI.3
	desc = "EVTDESC_SSI_003"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1250
		NOT = { has_global_flag = aztec_arrival }
		had_province_flag = { flag = aztec_explorers days = 730 }
	}
	
	immediate = {
		set_global_flag = aztec_arrival
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.4 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 6
	}
	
	option = {
		name = "EVTOPTA_SSI_003"
	}
}

# First Landing of the Aztecs
narrative_event = {
	id = SSI.4
	title = "EVTNAME_SSI_004"
	desc = "EVTDESC_SSI_004"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		wealth = 10000
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1000 1000 }
							}
						}
					}
				}
			}
		}
		
		# Some extra courtiers
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 26
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 28
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = yes
			age = 16
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_004"
	}
}

# Second Landing of the Aztecs
province_event = {
	id = SSI.5
	desc = "EVTDESC_SSI_005"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	trigger = {
		year = 1250
		has_global_flag = aztec_arrival
		NOT = { has_global_flag = aztec_arrival_2 }
		OR = {
			province_id = 1 # Vestisland
			province_id = 9 # Connacht
			province_id = 35 # Inse Gall
			province_id = 31 # Cornwall
			province_id = 104 # Cornouaille
			province_id = 149 # Bordeaux
			province_id = 156 # Coruna
			province_id = 162 # Silves
			province_id = 841 # Tangier
			province_id = 845 # Anti-Atlas
		}
	}
	
	immediate = {
		set_global_flag = aztec_arrival_2
		culture = nahuatl
		religion = aztec
		e_mexikha = {
			holder_scope = {
				narrative_event = { id = SSI.6 }
			}
		}
	}
	
	mean_time_to_happen = {
		months = 12
	}
	
	option = {
		name = "EVTOPTA_SSI_005"
	}
}

# Second Landing of the Aztecs
narrative_event = {
	id = SSI.6
	title = "EVTNAME_SSI_006"
	desc = "EVTDESC_SSI_006"
	major = yes
	hide_new = yes
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	is_triggered_only = yes
	
	major_trigger = {
		FROM = { owner = { NOT = { character = PREVPREV } } }
	}
	
	immediate = {
		FROM = {
			kingdom = {
				ROOT = {
					war = {
						casus_belli = tribal_invasion
						target = PREVPREV # The top liege of the province owner
						thirdparty_title = PREV # The de jure kingdom
					}
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 30
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		create_character = {
			random_traits = yes
			dynasty = random
			religion = aztec
			culture = nahuatl
			female = no
			age = 25
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		new_character = {
			spawn_unit = {
				province = FROM
				home = FROM
				troops =
				{
					heavy_infantry = { 10000 10000 }
					light_infantry = { 5000 5000 }
					archers = { 5000 5000 }
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 24
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 25
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		random = {
			chance = 50
			create_character = {
				random_traits = yes
				dynasty = random
				religion = aztec
				culture = nahuatl
				female = no
				age = 28
				attributes = {
					martial = 12
				}
				trait = brilliant_strategist
			}
			new_character = {
				spawn_unit = {
					province = FROM
					home = FROM
					troops =
					{
						heavy_infantry = { 10000 10000 }
						light_infantry = { 5000 5000 }
						archers = { 5000 5000 }
					}
				}
			}
		}
		
		# Ships
		if = {
			limit = {
				FROM = { 
					OR = {
						province_id = 1 # Vestisland
						province_id = 9 # Connacht
						province_id = 35 # Inse Gall
						province_id = 31 # Cornwall
					}
				}
			}
			FROM = {
				sea_zone = {
					ROOT = {
						spawn_unit = {
							province = PREV
							home = FROM
							owner = ROOT
							earmark = aztec_invasion_fleet
							troops =
							{
								galleys = { 1000 1000 }
							}
						}
					}
				}
			}
		}
	}
	
	option = {
		name = "EVTOPTA_SSI_006"
	}
}

# Aztec Invasion Fleets disband
character_event = {
	id = SSI.100
	hide_window = yes
	
	trigger = {
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_invasion_fleet_disbanded }
		had_global_flag = { flag = aztec_arrival days = 18250 }
	}
	
	mean_time_to_happen = {
		months = 1
	}
	
	immediate = {
		disband_event_forces = aztec_invasion_fleet
		set_global_flag = aztec_invasion_fleet_disbanded
	}
	
	option = {
		name = "OK"
	}
}

# Aztecs Thrown Back Into the Sea
narrative_event = {
	id = SSI.105
	title = "EVTNAME_SSI_105"
	desc = "EVTDESC_SSI_105"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival_2
		has_landed_title = e_mexikha
		has_earmarked_regiments = 0
		is_landed = no
	}
	
	major_trigger = {
		ai = no
	}
	
	immediate = {
		activate_title = { title = e_mexikha status = no }
		set_global_flag = aztecs_defeated
	}
	
	option = {
		name = "EVTOPTA_SSI_105"
	}
}

# Aztecs Fight Incas
narrative_event = {
	id = SSI.30
	title = "EVTNAME_SSI_030"
	desc = "EVTDESC_SSI_030"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_incas }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_incas
	}
	
	option = {
		name = "EVTOPTA_SSI_030"
	}
}

# Aztecs Pacify Northern Plains
narrative_event = {
	id = SSI.31
	title = "EVTNAME_SSI_031"
	desc = "EVTDESC_SSI_031"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_plains }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_plains
	}
	
	option = {
		name = "EVTOPTA_SSI_031"
	}
}

# Food From the Americas
narrative_event = {
	id = SSI.35
	title = "EVTNAME_SSI_035"
	desc = "EVTDESC_SSI_035"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_food }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 220
	}
	
	immediate = {
		set_global_flag = aztec_food
	}
	
	option = {
		name = "EVTOPTA_SSI_035"
	}
}

# Aztecs Hold Iceland
character_event = {
	id = SSI.40
	desc = "EVTDESC_SSI_040"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_iceland
		NOT = { has_global_flag = aztec_iceland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_iceland
	}
	
	option = {
		name = "EVTOPTA_SSI_040"
	}
}

# Aztecs Hold Ireland
character_event = {
	id = SSI.41
	desc = "EVTDESC_SSI_041"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_ulster
		completely_controls = d_connacht
		completely_controls = d_meath
		completely_controls = d_leinster
		completely_controls = d_munster
		NOT = { has_global_flag = aztec_ireland }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_ireland
	}
	
	option = {
		name = "EVTOPTA_SSI_041"
	}
}

# Aztecs Hold Britain
character_event = {
	id = SSI.42
	desc = "EVTDESC_SSI_042"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = d_northumberland
		completely_controls = d_lancaster
		completely_controls = d_york
		completely_controls = d_norfolk
		completely_controls = d_oxford
		completely_controls = d_bedford
		completely_controls = d_hereford
		completely_controls = d_gloucester
		completely_controls = d_canterbury
		completely_controls = d_somerset
		completely_controls = d_gwynedd
		completely_controls = d_cornwall
		completely_controls = d_galloway
		completely_controls = d_western_isles
		completely_controls = d_lothian
		completely_controls = d_albany
		NOT = { has_global_flag = aztec_britain }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_britain
	}
	
	option = {
		name = "EVTOPTA_SSI_042"
	}
}

# Aztecs Hold London
character_event = {
	id = SSI.43
	desc = "EVTDESC_SSI_043"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_middlesex
		NOT = { has_global_flag = aztec_london }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_london
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Paris
character_event = {
	id = SSI.44
	desc = "EVTDESC_SSI_044"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_ile_de_france
		NOT = { has_global_flag = aztec_paris }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_paris
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Rome
character_event = {
	id = SSI.45
	desc = "EVTDESC_SSI_045"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_roma
		NOT = { has_global_flag = aztec_rome }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_rome
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Constantinople
character_event = {
	id = SSI.46
	desc = "EVTDESC_SSI_046"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_byzantion
		NOT = { has_global_flag = aztec_constantinople }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_constantinople
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cordoba
character_event = {
	id = SSI.47
	desc = "EVTDESC_SSI_047"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cordoba
		NOT = { has_global_flag = aztec_cordoba }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cordoba
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Hold Cairo
character_event = {
	id = SSI.48
	desc = "EVTDESC_SSI_048"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		completely_controls = c_cairo
		NOT = { has_global_flag = aztec_cairo }
	}
	
	major_trigger = {
		ai = no
	}	
		
	immediate = {
		set_global_flag = aztec_cairo
	}
	
	option = {
		name = "EVTOPTA_SSI_043"
	}
}

# Aztecs Sacrifice Prisoner
character_event = {
	id = SSI.60
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Sacrifice Occupied Province Character
character_event = {
	id = SSI.61
	hide_window = yes
	
	ai = yes
	
	is_triggered_only = yes
	
	trigger = {
		in_command = no
		prisoner = no
		age = 16
		NOT = { religion = aztec }
		NOT = {
			any_liege = {
				has_landed_title = e_mexikha
			}
		}
		new_character = {
			OR = {
				has_landed_title = e_mexikha
				any_liege = {
					has_landed_title = e_mexikha
				}
			}
		}
	}
	
	immediate = {
		liege = {
			character_event = { id = SSI.62 }
		}
		death = { death_reason = death_sacrificed }
	}
	
	option = {
		name = "OK"
	}
}

# Liege Informed of Sacrifice
character_event = {
	id = SSI.62
	desc = "EVTDESC_SSI_060"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_normal_frame_war"
	
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTA_SSI_060"
	}
}

# Aztecs Bring Syphilis
narrative_event = {
	id = SSI.70
	title = "EVTNAME_SSI_070"
	desc = "EVTDESC_SSI_070"
	
	picture = "GFX_evt_aztec_explorers"
	border = "GFX_event_narrative_frame_war"
	
	trigger = {
		has_global_flag = aztec_arrival
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztec_syphilis }
		NOT = { has_global_flag = aztecs_defeated }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 150
	}
	
	immediate = {
		set_global_flag = aztec_syphilis
		activate_disease = syphilis
	}
	
	option = {
		name = "EVTOPTA_SSI_070"
	}
}

# Aztecs Struck by Smallpox
narrative_event = {
	id = SSI.71
	title = "EVTNAME_SSI_071"
	desc = "EVTDESC_SSI_071"
	
	picture = "GFX_evt_aztec_arrival"
	border = "GFX_event_narrative_frame_war"
	
	major = yes
	
	trigger = {
		has_global_flag = aztec_arrival
		has_global_flag = aztec_syphilis
		has_landed_title = e_mexikha
		NOT = { has_global_flag = aztecs_defeated }
		NOT = { has_global_flag = aztec_smallpox }
	}
	
	major_trigger = {
		ai = no
	}	
	
	mean_time_to_happen = {
		months = 150
	}
	
	immediate = {
		set_global_flag = aztec_smallpox
	}
	
	option = {
		name = "EVTOPTA_SSI_071"
	}
}

I'm pretty sure the factor component only modifies the MTTH to happen when the condition is met. So in the last 30 years the initial contact can fire, the chance of it happening doubles by halving the MTTH. Removing the factor component would only return it to its normal chances of occurring in those last 30 years.